Since Forestlord went off on kind of an Elemental tangent anyway... here is the chance to add some elemental powers:

Elemental Immunity (9th): Target is immune to damage of one elemental type, whether it be magical or non-magical. No target may be immune to more than one element, nor may a character have immunity to one element and Elemental Protection for another.

If IFGS could just get rid of the games so it could focus on sustaining its own bureaucracy... we would finally be living the Dream.

Lightning Aura (10th): Red Flag. Put it up, lasts for 5 min/level. Any creature within 5 feet of the druid can be struck with a 10 point lightning shock at will [Could also make this a 3 pt armor independent shock]. The druid must be standing still to cause a shock but there is no casting time. Causing a shock falls under the 5 second rule. If the Druid uses any spell that causes Earth damage the Lightning Aura is grounded and ends.

It would be great to pull the ele stuff over here from the Forest lord, and top this elementalist up.

Would it be safe to say that the "forest lord" is master of the "raw living" world, IE animals and plants, while Elementalist is master of the "Ram Material" IE the unrefined elements water, air, fire, magnetism, etc world?

Lightning Aura (10th): Red Flag. Put it up, lasts for 5 min/level. Any creature within 5 feet of the druid can be struck with a 10 point lightning shock at will [Could also make this a 3 pt armor independent shock]. The druid must be standing still to cause a shock but there is no casting time. Causing a shock falls under the 5 second rule. If the Druid uses any spell that causes Earth damage the Lightning Aura is grounded and ends.

So neat! and would you be willing to add "if the Druid is the target of earth damage the lightning Aura is grounded and ends as well" ? Ladies and Gents! come see the Dueling elementalists!

Wave of Magnetism 8th: 8sps, duration 30 seconds, area effect anyone within the area of effect (enemy and ally) wearing chain mail, or plate armor suffers knockdown, any metal weapons, sheathed or held within the area of effect are dropsyed for the duration of the wave, only the use of Knight strenth III of equivelant will allow the weapons to be picked up and used.

Magnetic Fist 6th: 6sp duration, game day or first use, duration of effect during use 1 min, after casting the this spell elementalist may sieze any 1 metal object (ferrus or none ferrus) within 100 feet. The Elementalist needs to be able to visually see the object, OR have previously held the object within their own hands, making it familiar to the Elementalist. The Druid calls out "Magnetic fist! (then names the item location)" When grasped with the Magnetic fist the object moves wildly in its location for 2 seconds then flashes to the hand of the Druid at a speed faster then the eye can follow. If during that initial 2 seconds the item is grasped by a knight strenth II or greater the fist is denied. If successful the item is held in the druids dominant hand for the remaining duration of the Fist, The Druid may not release the item during that period and may not cast further spells.

Yoke of Magnetism 10th: 10sp, single target, duration 5 mins, The Elementalist magnetizes the target entirely. The target may not let go of any metal item currently in their hands when targeted for the duration of the spell. Further if the target is wearing Chainmail, platemail, or any other predominately metal armor (splint, ring, etc...) their foot movement is slowed by half, they can continue to fight at full speed with their arms, but all other movement is halfed. The target may not throw any metal weapons (daggers, stars, metal axes, etc...) during the duration of the spell as well.

The yoke can be broken only by the use of Knights strength III or if the target is the recepient of a 40pts of cumulative electrical damage (before protection) from any number of sources during the duration of the spell, which will disperse the Yoke of Magnetism on the target.

Ice bridge 7th: 7pts, duration 5 mins, area of effect: still water 100 square feet, running water, 50 square feet, The Elementalist can by placing their hand within any body of water cause ice to form outwards from their hand in any simple form with only external boundries; (retangle, circle, square, triangle) the ice forms at 1 square foot per second after casting and is solid enough for any Mansized or smaller creature to walk on for 5 minutes from the initial freeze.

Meaning that the last foot of a 100square foot ice form on still water would only last for 3:20 before melting away. The ice can be destroyed, for every 25 points of fire damage or 40 points of other damage a 1 foot square area of the ice can be destroyed, those destroying the ice must either touch the area, or point at the general area and have the sk or gm note the area destroyed.

required component yarn: When they begin to freeze the water the druid must hold onto one of two different prepared circular pieces of yarn. One for still water must be able to cover 100 sqare feet, meaning that it can be laid out 1x100 feet or 10x10 feet etc... Or the running water yarn must cover 50 square feet. The gm or sk will then take the remainder of the yarn and begin to slowly (ft per second) at the direction of the Druid pull the yarn out to from them forming their nominated shape.

If the Druid is interupted during the freeze the process stops at the size and shape the ice remains as is. The process cannot be started up again or added onto, each ice form must have at least two feet between itself and any other summoned ice form, no matter if the same or different druid casts it.

Geyser 9th: 4spts when cast on self, 9sp when cast on others, duration 1min, range 50 feet. Single target. The Elementalist summons a from the ground a gushing nateral spring that quickly rumbles into a full blown Geyser that can either help target gain access to a location within 100 feet vertically and 10 feet horizontally or possibly isolate the target for the duration of the spell. The target of the geyser is quickly lifted off the ground and carried 100 feet into the air, and suspended there. If any weight bearing horizontal structure (roof, tower, bridge, large tree, castle wall, cave in cliff wall, etc.. is within 10 feet of the geyser when cast the the target has 5 seconds to say "step off onto (name object)" if the proposed landing is under 100 feet in height and within 10 horizontal feet of the targets initial location they may move onto the proposed landing.

However it there is no "landing" within 10 feet, or the target fails to nominate a landing within 5 seconds they are considered to be "held aloft" Targets that are "held aloft" cannot use abilities or cast spells for the duration of the spell.

Further, if a geyser is used in a area with a clearance of less then 100 feet, and the target fails to secure a "landing" lower then the clearance the geyser will bounce back and dry up. The target suffers a simple knock down and the duration of the spell ends.

If the Target who is "held aloft" choose to "step off" onto the ground before the geyser drains away they will fall from the top of the geyser and hit the ground, suffering damage equivient to a Killing attack, but are then no longer considered to be "held aloft"and may cast spells etc...

Dodge, kip, or phase out allow the target to ignore the geyser effects.

Elemental Counter (8th): For the duration of the spell (combat) the Druid can unleash instantaneous blasts of elemental energy, allowing him to counter elemental spells cast by others. The Druid may counter (calling out "Counter!") any strike or ball, causing the spell to simply fail to do damage. Although it is instantaneous, the Druid must spend 1 point for every 5 points of damage he wishes to counter (thus, a 30 point fireball would be countered by 6 spell-points). The Druid must be within 30 feet of the target of the spell in order to counter it.

If IFGS could just get rid of the games so it could focus on sustaining its own bureaucracy... we would finally be living the Dream.

Elemental Counter (8th): For the duration of the spell (combat) the Druid can unleash instantaneous blasts of elemental energy, allowing him to counter elemental spells cast by others. The Druid may counter (calling out "Counter!") any strike or ball, causing the spell to simply fail to do damage. Although it is instantaneous, the Druid must spend 1 point for every 5 points of damage he wishes to counter (thus, a 30 point fireball would be countered by 6 spell-points). The Druid must be within 30 feet of the target of the spell in order to counter it.

Very cool! That is a perfect Elementalist image man! I can just see a Druid waggin his finger at a MU's fireball "eh eh eh...."

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